// shader.vert
#version 330 core

layout (location = 0) in vec2 aPos;
out vec2 fragCoord;

void main() {
    vec2 position = aPos;
    gl_Position = vec4(position, 0.0, 1.0);
    fragCoord = position * 0.5 + 0.5; // 转换到 [0,1] 范围
}

